// Copyright (c) 2010, Anthony Cassidy
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without modification, are 
// permitted provided that the following conditions are met:
// 
//     * Redistributions of source code must retain the above copyright notice, this list 
//         of conditions and the following disclaimer.
//     * Redistributions in binary form must reproduce the above copyright notice, this 
//         list of conditions and the following disclaimer in the documentation and/or 
//         other materials provided with the distribution.
//     * Neither the name of the AntsAdventureGameCreator nor the names of its contributors 
//         may be used to endorse or promote products derived from this software without 
//         specific prior written permission.
// 
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY 
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES 
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT 
// SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF 
// THE POSSIBILITY OF SUCH DAMAGE.
#pragma once

#include <QString>
class XReceiver;
class XEmitter;
class XReceiver;
class XRoom;
class RoomObjects;

/*!
@class Room
The Room is where most of the action happens.
What you see in the room is the result of a
collection of RoomObjects being drawn
one over the top of another.
Every object you see in the Room is a
RoomObject, including the background, and the characters.
<img src="Room.png" >
*/
class Room 
{
public:
    const RoomObjects& Objects() const;

    void SetVisible(bool visible = true) const;

    /*! This exits the current room, and enters the specified room, triggering
    an ExitRoom() event, and an EnterRoom event respectively. */
    void MakeRoomActive(QString keyword) const;
    
    /*! if this room is active, then if isVisible is false, it means it shows up black (in the dark) */
    bool IsVisible() const;

    /*!  the folder/classname ,ie what Folder() returns */
    QString Keyword() const;
private:
    Room();
    Room(XRoom&);
    ~Room();
    std::auto_ptr<XEmitter> m_emitter;
    RoomObjects* m_roomObjectCollection;
    const XRoom* m_orig;
    QString m_keyword;
    
    friend class XThreadForOnEnterRoomAndOnCommandLine;
    friend class XGlobals;
};



